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5/5/2025 22:20:01   
neswii
Member

Hey there! This is a (probably) short thread of ideas that have wormed their way into my brain and I've had to write them down.

Weapons:
Atrophied Tempest
Bolt-Forged Guillotine
Grand Magi's Grimoire
Scared of Scarlet
Slayer's Supreme Musket

Armors:
Raging Luminant
Unifier of Worlds

Shields:
(None yet!)

Pets:
Waxing Candle

Miscs:
(None yet!)

< Message edited by neswii -- 5/18/2025 3:08:52 >
Post #: 1
5/5/2025 23:17:23   
neswii
Member

Raging Luminant

MC FO Earth with Light secondary armor. MC compresses a skill that triggers on-block effects.

Description: A berserker has no need for a shield! That is, until a friendly paladin taught you how to use it as a weapon... genius! Especially if your shield has some bite as it connects with their face!

Flavor effect: The armor takes extra damage for extra MRM.

Skill: Shield Slam!
2 hits. Weapon-based skill, follows the element of your shield* and gains elecomp to cost. (Assumes earth for elecomp.)
Player gains an omni-elemental vulnerability debuff for 0 turns (so just until the start of the next turn).
If at least one attack connects, do the following:

If equipped shield has an on-block effect, and triggers per block (like Xalkos Thrax Ward):
- Does reduced damage.
- After each connected hit, trigger the on-block effect.

If equipped shield has an on-block effect, and triggers based on blocks/attempts (like Titan's Fall):
- Does reduced damage.
- At the end of the skill, trigger the on-block effects as (hits connected/2).

If equipped shield doesn't have an on-block effect, or if no shield is equipped:
- If the enemy doesn't have Freedom, does reduced damage to attempt to Daze.
- If the enemy does, deal full damage.

~~~~~~~~~
*Technical notes: this would check your current resists against the armor's base resists. The skill's element would be the same as the largest difference between the current and base resists.
If there are multiple elements that fulfill this criteria (like with Mountain Talon Tower's toggle), determined element priority as follows:
1. Earth, if in those elements
2. Light, if in those elements
3. One of the elements, in the same way that eleseeking attack elements are determined
4. Earth (as a fallback)
~~~~~~~~~
**The first suggestion, and the one that I really had to write down.

I'm fully aware that this is probably infeasible from a coding standpoint, but I love the idea of items interacting with each other in a way other than FSBs or general synergies.

I initially had this as a spell-based skill with elecomp to cost, just because I didn't want weapon effects to trigger (because you're hitting them with your shield!) but it conflicts with the FO lean and spell with elecomp'ed cost doesn't really have a precedent, so ehhhh

I didn't have Lt. Lore in mind when making this, but it's fully in that same vein. Change the shield bash into a throw, make it ice primary, maybe add a flavor effect with Lt's Lore's Shield (and update it!), and it's perfect. (Maybe even add wings and make it wind so that it matches his successor?)

< Message edited by neswii -- 5/18/2025 3:18:26 >
Post #: 2
5/6/2025 0:02:32   
neswii
Member

Waxing Candle

MC Fire pet. Has a toggle that either modifies or takes advantage of enemy heal resistance.

Flickering mode: Deals no damage.
Attempts to apply a permanent Waning Light effect (renamed +heal res debuff) on the enemy. MC is spent on improving the save roll.
If a certain number of Waning Light stacks are already present, disables Flickering mode and automatically changes to Cauterizing mode.

Cauterizing mode: Deals 2x damage. MC gives a simple damage boost.
After attacking, if the enemy has >0 HP, heals the enemy for half of the damage dealt.

I love the idea of messing with enemy healing, so this was the result. Shoutout to Dardiel for the Cauterizing mode, which was way more elegant than what I had in mind.

< Message edited by neswii -- 5/6/2025 2:39:26 >
Post #: 3
5/6/2025 21:11:46   
neswii
Member

Scared of Scarlet

MC Light Melee Sword. Has a toggle that pays for harm and autohit with HP.

Description: A honorable sword, gleaming bright! Just don't give it any blood, or the light will retreat, replaced with an empty hunger that tears through defenses!

Effect: MC is a toggle that changes the weapon to Harm damage and autohit. Charges HP instead of taking damage penalties for Harm and autohit.

Short and simple - I was genuinely surprised that we haven't gotten a harm autohit weapon yet, and I'm a sucker for HP cost items, so I decided to combine the two.

< Message edited by neswii -- 5/6/2025 23:15:41 >
Post #: 4
5/8/2025 0:02:32   
neswii
Member

Unifier of Worlds

MC FO Light armor. Has a toggle that increases mainstats based on other mainstats.

Flavor effect: When attacking or casting a spell while in the armor, eats Chromatic Poison on the enemy to increase damage dealt.
FSB: If attacking with Blade of the Unifier, increase the power of the weapon's applied Chromatic Poison.

Skill 1: Once per battle, change the armor's lean to FD, FO or SC.

Skill 2: Toggle. For each of the following stats, improve them by a certain amount, each capped at 50:
STR: MAX(DEX,INT)/5
DEX: MAX(STR,INT)/5
INT: MAX(STR,DEX)/5
Additionally, pays SP to change the armor's attack count to 4 and increase damage dealt.

Skill 3: Standard light skill/spell. Follows weapon type. If armor is SC lean, spell-based and gains elecomp to damage, weapon-based and elecomp to cost otherwise. Deals half damage to attempt Chromatic Poison.

I'm aware that having a stat drive that's dependent on other stats is a little wonky, especially with stat drives, but it could be something like checking the player's stats at the start of the battle before other items' stats are applied.
I also originally had the stat drive as (mainstat + mainstat)/50 for a maximum of 100, but an armor giving a ceiling of 300 in stats seemed a bit too much. (But then again, maybe it's worth it!)
I was thinking about also adding a damaging skill, but I know that 3 skills is meant to be a rarity for armors. Screw it, I did it anyways.

I've always been a fan of hybrids, especially after the stat revamp. I know that having an FSB with a package item isn't great for most players, but it felt too good to pass up.

< Message edited by neswii -- 5/8/2025 1:48:40 >
Post #: 5
5/13/2025 0:11:05   
neswii
Member

Slayer's Supreme Musket

MC Fire 100 proc Ranged Gun. Toggles between an inaccurate pure damage mode and an alternating status bomb/damage nuke mode, and can also sacrifice BtH for burn.

Trigger: If enemy has the undead or demon tag, damage and statuses from this weapon eleseek. If enemy is a Bun-bit, does half damage.

First toggle:

Berserker mode: Has a -15 BtH lean.
Point Blank mode: Alternates between the following:
Hook: Sacrifices all damage (1 token hit). Inflicts a massive fire def loss and fire elevuln for 1 turn.
Shot: Increased damage. Also inflicts fire burn.

Second toggle:

Damage mode: Nothing special.
Flame Belch mode: Sacrifices some BtH to inflict fire burn on attacks. Burn power is affected by lean and ranged adaptation.

Iinspired by the new Doom game coming out later this week! Shouldn't have to be said, but I wanted to try to capture what it's like to use the super shotgun.
I also wanted to do a tongue-in-cheek reference to Daisy, hence the Bun-bit downside trigger.

A bit of a callback to Spacefarer's Frost Cannon, which had an interesting gimmick that I felt fell short in practice. I wanted the turn-pass to actually do something, and having a massive wind-up bomb of debuffs felt apropo to using the hook to pull yourself in towards the enemy for a point-blank shot.

< Message edited by neswii -- 5/13/2025 4:09:10 >
Post #: 6
5/13/2025 2:09:30   
neswii
Member

Grand Magi's Grimoire

MC Energy Tome. Has powerful spells that are only available against stronger foes.

Description: The most treasured spellbook of the mage from a party of Chosens long forgotten. Ordinary magic is enough for most foes of this era, so the book only shows its true overcharged power against the strongest!

Trigger: Against enemies with <200% power, 2 spells are disabled and a third is replaced with a different one. Uptrigger is increasing the infliction potency of the spells when they’re not disabled/replaced.

Contains the following spells:

Surge of Suppression*
Overcharged Energy spell. 5 hits. Sacrifices damage to inflict a permanent Strength Drain/Offbalance/Brain Drain.

Torporshock*
Overcharged Energy spell. 3 hits, with an additional “other” hit to SP. Sacrifices damage to inflict SP->MP drain poison.

Ordinary Bolt**
Efficient Energy spell. 3 hits.

The Height of Magic**
Overcharged Energy spell. 1 token hit. Sacrifices all damage to inflict Fragile.

Draw Mana
Standard MP heal. Can lucky strike.

* Disabled if the enemy's power is too low (<200% power)
** Ordinary Bolt is replaced by The Height of Magic if the enemy's power is high enough. (>=200% power)

A stroke of inspiration when rewatching Frieren for the third time - I love tomes, especially ones that compress an enormous amount of utility in them.
Having multiple overcharged spells on a tome has no precedent, but the flavor behind is that since the previous owner had so much mana, resource management was secondary to spell strength.

I also like the concept behind Illustrious Saviour of Battleon, even if it's frankly pretty plain. The statuses were specifically picked out as having utility against bosses, either reducing their mainstats, disrupting SP-related attacks, or taking chunks out of their health.
In terms of nitpicky things about visuals and such, I want all of the spells visible to the player when using the tome but having the unavailable spells be greyed out, with the exception of The Height of Magic, which normally not displayed and would replace Ordinary Bolt when available.

< Message edited by neswii -- 5/13/2025 4:33:40 >
Post #: 7
5/13/2025 14:17:33   
neswii
Member

Atrophied Tempest

MC Wind Melee Sword. Has a toggle that changes which resource bar (HP, MP, SP) attacks damage.

Effect: MC is a toggle that switches between the following modes:
Normal mode: Nothing special.
MP damage mode: Attacks exclusively damage MP. 1.5x damage.
SP damage mode: Attacks exclusively damage SP. 1.125x damage.

If in MP or SP damage mode, if the enemy has 0 MP/SP respectively, switches back to normal mode.

Huge fan of resource denial weapons, specifically Eternal Chrono Dagger and its various clones and Rune Breaker Mace, but it’s hard to justify running both of them outside of fringe scenarios. This compresses those into a single weapon, and in an element that (I think) doesn't overlap with the existing calendar weapons.

< Message edited by neswii -- 5/18/2025 3:14:31 >
Post #: 8
5/18/2025 1:21:21   
neswii
Member

Bolt-Forged Guillotine

MC Energy 100 proc gun. Normally only attacks every other turn but can instead spend HP to bypass that.

Description: Legends speak of the Slayer, a lone warrior that cleaved through Heck with burning lead, screaming steel and sheer force of will. The deadliest weapon in his arsenal, the BFG isn't just a gun - it's a declaration of extinction.

Trigger: If enemy has the undead or demon tag, get +5 omni status potence.

Toggles between the following:
Charge Up: Skip your turn and pay some amount of SP.
Blood for Blood: Instead of skipping a turn, pay the equivalent in HP. You still pay the SP cost from Charge Up.

Shoot for the Demon King: Massive 4 hit attack. Sacrifices damage to inflict blind, burn, bleed, poison. Only usable after a turn of Charge Up, or if HP was paid through Blood for Blood.

Another reference to Doom! This time going with the classic BFG, I wanted something colossal to represent the iconic weapon.

Also another throwback to Spacefarer's Frost Cannon's mechanic because apparently I like the concept more than I had initially thought. I didn't want this one to have a "normal" mode, since that felt like a flavor fail.

< Message edited by neswii -- 5/18/2025 3:23:34 >
Post #: 9
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